Issue:
Strong Attack (Hold LMB): The full charge time is excessively long, making it unreliable. Even after a fully charged hook, opponents can still evade the strong attack, and other punishments are more effective — leaving this move essentially useless.
Jump Attack: This attack suffers from very high recovery frames, deals only slightly more damage than a normal attack, and generates less rage compared to a slightly charged strong attack. It lacks uniqueness and usability. Additionally, the long recovery leaves the warrior stuck in place, giving opponents ample time to escape.
Why it’s problematic:
Strong attack is never a practical option compared to other punish tools.
Jump attack is inferior in both damage and rage generation, while also penalizing the user with long immobility and vulnerability.
Together, these issues make Deathball’s special attacks unappealing and irrelevant in actual combat.
Suggested Fix:
Reduce charge time for the Strong Attack so it becomes a viable punish option.
Reduce recovery frames for the Jump Attack, giving it a distinct role (either safer mobility tool, burst option, or rage builder).
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Warrior
6 months ago

Trikeri...my love...
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In Review
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Warrior
6 months ago

Trikeri...my love...
Get notified by email when there are changes.